Issue 3
Permanent URI for this collection
Browse
Browsing Issue 3 by Issue Date
Now showing 1 - 20 of 41
Results Per Page
Sort Options
Item Creating Architectural Models from Images(Blackwell Publishers Ltd and the Eurographics Association, 1999) Liebowitz, David; Criminisi, Antonio; Zisserman, AndrewWe present methods for creating 3D graphical models of scenes from a limited numbers of images, i.e. one or two, in situations where no scene co-ordinate measurements are available. The methods employ constraints available from geometric relationships that are common in architectural scenes - such as parallelism and orthogonality - together with constraints available from the camera. In particular, by using the circular points of a plane simple, linear algorithms are given for computing plane rectification, plane orientation and camera calibration from a single image. Examples of image based 3D modelling are given for both single images and image pairs.Item Fast Lines: a Span by Span Method(Blackwell Publishers Ltd and the Eurographics Association, 1999) Boyer, V.; Bourdin, J.J.Straight line's scan conversion and drawing is a major field in computer graphics. Algorithm's time computation is very important. Nowadays, most of research papers suggest improvements of the DDA method that was first presented by J. Bresenham. But other approaches exist as well like combinatory analysis and linguistic methods. Both of them use multiple string copies that slow down the efficiency of the algorithms. This paper proposes a new algorithm based on a careful analysis of the line segments' properties some of them previously unused. Our algorithm is proved significantly faster than previously published ones.Item An Interactive Designing System with Virtual Sculpting and Virtual Woodcut Printing(Blackwell Publishers Ltd and the Eurographics Association, 1999) Mizunoy, S.; Okadayy, M.; Toriwakiy, J.In this paper, we propose an interactive designing method and a system based on it to create 3D objects and 2D images. This system consists of two subsystems for virtual sculpting to create a 3D shape and virtual printing to produce a picture with a printing block. In the virtual sculpting subsystem, a user can form solid objects with curved surfaces as if sculpting them. The user operates virtual chisels, and can remove or attach arbitrary shapes of ellipsoids or cubes from or to the workpiece. A 3D object generated by virtual sculpting looks like a real wooden sculpture. If using a board as a workpiece, a user can generate a virtual printing block. In the virtual printing subsystem, a user can synthesize a woodcut printing image from the virtual printing block mentioned above, a virtual paper sheet, and a printing brush. The user can synthesize a realistic woodcut print with a procedure similar to the actual woodcut printing.Item Image Morphing with Feature Preserving Texture(Blackwell Publishers Ltd and the Eurographics Association, 1999) Tal, Ayellet; Elber, GershonImage metamorphosis as an animation tool has mostly been employed in the context of the entire image. This work explores the use of isolated and focused image based metamorphosis between two-dimensional objects, while capturing the features, colors, and textures of the objects. This pinpointed approach allows one to independently overlay several such dynamic shapes, without any bleeding of one shape into another. Hence, shape blending and metamorphosis of two-dimensional objects can be exploited as animated sequences of clip arts.Item The Hybrid World of Virtual Environments(Blackwell Publishers Ltd and the Eurographics Association, 1999) Smith, Shamus; Duke, David; Massink, MiekeMuch of the work concerned with virtual environments has addressed the development of new rendering technologies or interaction techniques. As the technology matures and becomes adopted in a wider range of applications, there is, however, a need to better understand how this technology can be accommodated in software engineering practice. A particular challenge presented by virtual environments is the complexity of the interaction that is supported, and sometimes necessary, for a particular task. Methods such as finite-state automata which are used to represent and design dialogue components for more conventional interfaces, e.g. using direct manipulation within a desktop model, do not seem to capture adequately the style of interaction that is afforded by richer input devices and graphical models. In this paper, we suggest that virtual environments are, fundamentally, what are known as hybrid systems. Building on this insight, we demonstrate how techniques developed for modelling hybrid systems can be used to represent and understand virtual interaction in a way that can be used in the specification and design phases of software development, and which have the potential to support prototyping and analysis of virtual interfaces.Item An Efficient 2? D rendering and Compositing System(Blackwell Publishers Ltd and the Eurographics Association, 1999) Froumentin, M.; Willis, P.We describe a method for doing image compositing using either 2D geometric shapes or raster images as input primitives. The resolution of the final image is virtually unlimited but, as no frame buffer is used, performance is much less dependant on resolution than with standard painting programs, allowing rendering very large images in reasonable time. Many standard features found in compositing programs have been implemented, like hierarchical data structures for input primitives, lighting control for each layer and filter operations (for antialiasing or defocus).Item Interactive Mechanical Design Variation for Haptics and CAD(Blackwell Publishers Ltd and the Eurographics Association, 1999) Nelson, Donald D.; Cohen, ElaineA fast design variation technique for mechanical systems is presented. It is used to interactively optimize mechanical characteristics while "self-assembling" or satisfying large systems of mechanical constraints. The high speed method is central to providing inverse dynamics force feedback in haptics and control applications. Performance advantages with the use of augmented coordinates for inverse dynamics of closed loop topologies are also noted. The interaction framework allows manipulation of complex assemblies while maintaining kinematically admissible configurations though linkage and joint limit constraints. Furthermore, design variables such as link length can be treated as free variables and optimized to meet design criteria such as assembly dexterity. Assemblies with flexible bodies fit naturally within this framework. Thus, the contribution of this paper is the advancement of techniques in augmented coordinates for the kinematic and force feedback interaction with virtual mechanical assembly design optimization at force control rates.Item Comprehensive Halftoning of 3D Scenes(Blackwell Publishers Ltd and the Eurographics Association, 1999) Veryovka, O.; Buchanan, J.The display of images on binary output hardware requires a halftoning step. Conventional halftoning algorithms approximate image values independently from the image content and often introduce artificial texture that obscures fine details. The objective of this research is to adapt a halftoning technique to 3D scene information and thus to enhance the display of computer generated 3D scenes. Our approach is based on the control of halftoning texture by the combination of ordered dithering and error diffusion techniques. We extend our previous work and enable a user to specify the shape, scale, direction, and contrast of the halftoning texture using an external buffer. We control texture shape by constructing a dither matrix from an arbitrary image or a procedural texture. Texture direction and scale are adapted to the external information by the mapping function. Texture contrast and the accuracy of tone reproduction are varied across the image using the error diffusion process. We halftone images of 3D scenes by using the geometry, position, and illumination information to control the halftoning texture. Thus, the texture provides visual cues and can be used to enhance the viewer's comprehension of the display.Item Interactive Cuts through 3-Dimensional Soft Tissue(Blackwell Publishers Ltd and the Eurographics Association, 1999) Bielser, Daniel; Maiwald, Volker A.; Gross, Markus H.We describe a physically based framework for interactive modeling and cutting of 3-dimensional soft tissue that can be used for surgery simulation. Unlike existing approaches which are mostly designed for tensorproduct grids our methods operate on tetrahedral decompositions giving more topological and geometric flexibility for the efficient modeling of complex anatomical structures. We start from an initial tetrahedralization such as being provided by any conventional meshing method. In order to track topological changes tetrahedra intersected by the virtual scalpel are split into substructures whose connectivity follows the trajectory of the cut, which can be arbitrary. For the efficient computation of collisions between the scalpel and individual tetrahedra we devised a local collision detection algorithm. The underlying physics is approximated through masses and springs attached to each tetrahedral vertex and edge. A hierarchical Runge-Kutta iteration computes the relaxation of the system by traversing the designed data structures in a breadth-first order. The framework includes a force-feedback interface and uses real-time texture mapping to enhance the visual realism.Item Adaptive Acquisition of Lumigraphs from Synthetic Scenes(Blackwell Publishers Ltd and the Eurographics Association, 1999) Schirmacher, Hartmut; Heidrich, Wolfgang; Seidel, Hans-PeterLight fields and Lumigraphs are capable of rendering scenes of arbitrary geometrical or illumination complexity in real time. They are thus interesting ways of interacting with both recorded real-world and high-quality synthetic scenes.Unfortunately, both light fields and Lumigraph rely on a dense sampling of the illumination to provide a good rendering quality. This induces high costs both in terms of storage requirements and computational resources for the image acquisition. Techniques for acquiring adaptive light field and Lumigraph representations are thus mandatory for practical applications.In this paper we present a method for the adaptive acquisition of images for Lumigraphs from synthetic scenes. Using image warping to predict the potential improvement in image quality when adding a certain view, we decide which new views of the scene should be rendered and added to the light field. This a-priori error estimator accounts for both visibility problems and illumination effects such as specular highlights.Item Perceptual Principles and Computer Graphics(Blackwell Publishers Ltd and the Eurographics Association, 1999) May, JonItem Interactive Multiresolution Editing of Arbitrary Meshes(Blackwell Publishers Ltd and the Eurographics Association, 1999) Lee, SeungyongThis paper presents a novel approach to multiresolution editing of a triangular mesh. The basic idea is to embed an editing area of a mesh onto a 2D rectangle and interpolate the user-specified editing information over the 2D rectangle. The result of the interpolation is mapped back to the editing area and then used to update the mesh. We adopt harmonic maps for the embedding and multilevel B-splines for the interpolation. The proposed mesh editing technique can handle an arbitrary mesh without any preprocessing such as remeshing. It runs fast enough to support interactive editing and produces intuitive editing results.Item Compact Metallic Reflectance Models(Blackwell Publishers Ltd and the Eurographics Association, 1999) Neumann, Laszlo; Neumannn, Attila; Szirmay-Kalos, LaszloThe paper presents simple, physically plausible, but not physically based reflectance models for metals and other specular materials. So far there has been no metallic BRDF model that is easy to compute, suitable for fast importance sampling and is physically plausible. This gap is filled by appropriate modifications of the Phong, Blinn and the Ward models. The Phong and the Blinn models are known not to have metallic characteristics. On the other hand, this paper also shows that the Cook-Torrance and the Ward models are not physically plausible, because of their behavior at grazing angles. We also compare the previous and the newly proposed models. Finally, the generated images demonstrate how the metallic impression can be provided by the new models.Item Occluder Shadows for Fast Walkthroughs of Urban Environments(Blackwell Publishers Ltd and the Eurographics Association, 1999) Wonka, Peter; Schmalstieg, DieterThis paper describes a new algorithm that employs image-based rendering for fast occlusion culling in complex urban environments. It exploits graphics hardware to render and automatically combine a relatively large set of occluders. The algorithm is fast to calculate and therefore also useful for scenes of moderate complexity and walkthroughs with over 20 frames per second. Occlusion is calculated dynamically and does not rely on any visibility precalculation or occluder preselection. Speed-ups of one order of magnitude can be obtained.Item Data Intermixing and Multi-volume Rendering(Blackwell Publishers Ltd and the Eurographics Association, 1999) Cai, Wenli; Sakas, GeorgiosThe main difference between multi-volume rendering and mono-volume rendering is data intermixing. In this paper, we present three levels of data intermixing and their rendering pipelines in direct multi-volume rendering, which discriminate image level intensity intermixing, accumulation level opacity intermixing, and illumination model level parameter intermixing. In the context of radiotherapy treatment planning, different data intermixing methods are applied to three volumes, including CT volume, Dose volume, and Segmentation volume, to compare the features of different data intermixing methods.Item Computer-Generated Graphite Pencil Rendering of 3D Polygonal Models(Blackwell Publishers Ltd and the Eurographics Association, 1999) Sousa, Mario Costa; Buchanan, John W.Researchers in non-photorealistic rendering have investigated the display of three-dimensional worlds using various display models. In particular, recent work has focused on the modeling of traditional artistic media and styles such as pen-and-ink illustration and watercolor painting. By providing 3D rendering systems that use these alternative display models users can generate traditional illustration renderings of their three-dimensional worlds. In this paper we present our graphite pencil 3D renderer. We have broken the problem of simulating pencil drawing down into four fundamental parts: (1) simulating the drawing materials (graphite pencil and drawing paper, blenders and kneaded eraser), (2) modeling the drawing primitives (individual pencil strokes and mark-making to create tones and textures), (3) simulating the basic rendering techniques used by artists and illustrators familiar with pencil rendering, and (4) modeling the control of the drawing composition. Each part builds upon the others and is essential to developing the framework for higher-level rendering methods and tools. In this paper we present parts 2, 3, and 4 of our research. We present non-photorealistic graphite pencil rendering methods for outlining and shading. We also present the control of drawing steps from preparatory sketches to finished rendering results. We demonstrate the capabilities of our approach with a variety of images generated from 3D models.Item A Translucent Sketchpad for the Virtual Table Exploring Motion-based Gesture Recognition(Blackwell Publishers Ltd and the Eurographics Association, 1999) Encarnacao, L. M.; Bimber, O.; Schmalstieg, D.; Chandler, S. D.The Virtual Table presents stereoscopic graphics to a user in a workbench-like setting. For this device, a user interface and new interaction techniques have been developed based on transparent props -a tracked hand-held pen and a pad. These props, particularly the pad, are augmented with 3D graphics from the Virtual Table's display that can serve as a palette for tools and controls as well as a window-like see-through interface, a plane-shaped and through-the-plane tool, supporting a variety of new interaction techniques. This paper reports on an extension of this user-interface design space which uses gestural input to create and control solid geometries for CAD and conceptual design. The application of gestural interfaces is a common method for interacting with virtual environments on a habitual and natural basis. The motion-based gesture recognition presented here uses Fuzzy Logic to support a predictable, flexible, and efficient learning process. This new interaction paradigm greatly increases the Virtual Table's suitability for design tasks. Traditional CAD dialogue can be combined with intuitive rapid sketching of geometry on the pad. Additionally, the resulting events and objects can be associated with scene details below the translucent tablet.Item Efficient and Handy Texture Mapping on 3D Surfaces(Blackwell Publishers Ltd and the Eurographics Association, 1999) Matsushita, Kenji; Kaneko, ToyohisaThere has been a rapid technical progress in three-dimensional (3D) computer graphics. But gathering surface and texture data is yet a laborious task. This paper addresses the problem of mapping photographic images on the surface of a 3D object whose geometric data are already known. We propose an efficient and handy method for acquiring textures and mapping them precisely on the surface, employing a digital camera alone. We describe an algorithm for selecting a minimal number of camera positions that can cover the entire surface of a given object and also an algorithm to determine camera's position and direction for each photograph taken so as to paste it to the corresponding surfaces precisely. We obtained a matching accuracy within a pixel on a surface through three experimental examples, by which the practicability of our method is demonstrated.Item A New Method of Image Mosaicking and Its Application to Cultural Heritage Representation(Blackwell Publishers Ltd and the Eurographics Association, 1999) Cortelazzo, G.M.; Lucchese, L.This paper presents an original two-step procedure for estimating projective transformations between pairs of images: first, the transformation between the images is approximated as an affine transformation; second, this estimate is refined into that of a projective transformation. This strategy for matching projective views is computationally very efficient. The proposed method can be applied both to mosaicking of high resolution images of planar textured objects (e.g., frescoes and paintings), with subpixel accuracy, and to construction of panoramic images. Practical examples of mosaicking of cultural heritage imagery obtained by using the presented procedure are discussed in the paper.Item Generalized View-Dependent Simplification(Blackwell Publishers Ltd and the Eurographics Association, 1999) El-Sana, Jihad; Varshney, AmitabhWe propose a technique for performing view-dependent geometry and topology simplifications for level-of-detail-based renderings of large models. The algorithm proceeds by preprocessing the input dataset into a binary tree, the view-dependence tree of general vertex-pair collapses. A subset of the Delaunay edges is used to limit the number of vertex pairs considered for topology simplification. Dependencies to avoid mesh foldovers in manifold regions of the input object are stored in the view-dependence tree in an implicit fashion. We have observed that this not only reduces the space requirements by a factor of two, it also highly localizes the memory accesses at run time. The view-dependence tree is used at run time to generate the triangles for display. We also propose a cubic-spline-based distance metric that can be used to unify the geometry and topology simplifications by considering the vertex positions and normals in an integrated manner.